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D&D Wargaming: Good OOC
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<blockquote data-quote="nameless" data-source="post: 1453892" data-attributes="member: 1543"><p>The skyship is pretty much full, unfortunately. I could hold a few units from each army, but only the elite ones. If you decide to leave your fortress, you'll have to hoof it.</p><p></p><p>The problem really lies with the enormous map. The armies are the size of a village (significantly less than 1000 members each), but with only a few armies spaced out over an area as big as the western united states. Mundane surveillance won't be able to find the armies... assuming I got my Lantern Archons the Prying Eyes spell to scout, they can each scout about 3 square miles in 2 hours. It would take more than 500 of them just to see if there is an army passing through one square. With the 50 that I have, that's about a one in ten chance of spotting anything, even if I guessed the right place. That would be the best case scenario for our side. So as you can see, only divination magic can possibly tell us where the enemy is. </p><p></p><p>It'll take the Skylance a week to get to Lowgate, by which time all the decisive battles will probably have been fought amongst the teleporting battlelords. The other armies might take 2 or 3 weeks to get to the frontier. I'm not sure if the war will still even be going on in 2 or 3 weeks.</p><p></p><p>And leaving your fortress is obviously really risky. We can Forbiddance our homes to keep out teleporting assassins, but on the move there isn't anything to protect us like that, barring extremely high level magic. Everyone is too vulnerable outside of their fortresses, so the name of the game looks like it's going to be foiling instant-travel assassinations and divinations.</p></blockquote><p></p>
[QUOTE="nameless, post: 1453892, member: 1543"] The skyship is pretty much full, unfortunately. I could hold a few units from each army, but only the elite ones. If you decide to leave your fortress, you'll have to hoof it. The problem really lies with the enormous map. The armies are the size of a village (significantly less than 1000 members each), but with only a few armies spaced out over an area as big as the western united states. Mundane surveillance won't be able to find the armies... assuming I got my Lantern Archons the Prying Eyes spell to scout, they can each scout about 3 square miles in 2 hours. It would take more than 500 of them just to see if there is an army passing through one square. With the 50 that I have, that's about a one in ten chance of spotting anything, even if I guessed the right place. That would be the best case scenario for our side. So as you can see, only divination magic can possibly tell us where the enemy is. It'll take the Skylance a week to get to Lowgate, by which time all the decisive battles will probably have been fought amongst the teleporting battlelords. The other armies might take 2 or 3 weeks to get to the frontier. I'm not sure if the war will still even be going on in 2 or 3 weeks. And leaving your fortress is obviously really risky. We can Forbiddance our homes to keep out teleporting assassins, but on the move there isn't anything to protect us like that, barring extremely high level magic. Everyone is too vulnerable outside of their fortresses, so the name of the game looks like it's going to be foiling instant-travel assassinations and divinations. [/QUOTE]
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